Quote from ffs9
Quote from Loroese
My input on the matter is pretty simple. If you can farm MP10 with 10 mil worth of gear using a specific build, but it takes more like 1 bil worth of gear for basically every other build (if not more), then that one build is unbalanced. That's CMWW in a nutshell.
Well, you really cannot farm MP10 with 10m worth of gear. I think the general notion of "farming" includes being able to both survive and kill content relatively efficiently, which is impossible on MP10 with 10m gear. Within the wizard class, I think CMWW and Archon are similarly pricey to handle high MP content. And again other classes are much cheaper to gear for MP10 and farm more efficiently. That's why I really don't see it as imbalanced. Variety sucks, we absolutely need alternatives, but it's not breaking the game. I rather feel that some people don't like mechanics like that and prefer to fight monsters with their bare hands.
The main point is you can gear for super cheap and survive as CMWW. Just surviving means you can farm it, though it won't be very efficient, but not many people farm MP at max efficiency anyway. Also, that means you can just grab a couple high dps friends and play in group play with your 50-100k dps CMWW and still contribute to the runs since you freeze elites. Good luck doing that with 10 mil in gear with any other build, even with high dps players, unless you don't mind being carried.
Personally my favorite solution would be to just change how FN works with CM, or specifically to make it not work with CM, or something like that. Then CM is still useful but SNS wouldn't be all that much better than other builds. The dps potential of other builds is on par with SNS, but they generally require a CMWW wizard to keep mobs in place to utilize full potential. Without chain freezing mobs all builds become a lot closer in terms of potential dps and survivability and you are once again forced to decide between DPS vs survival abilities and gear.
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GR: Hydra
Reason: If you're optimized, your Hydra will barely have any opportunity to land attacks during its 15-second duration in T6. Single Blizzard casts or Blazar would be enough to wipe entire waves of enemies. Meteor - Molten Impact complements this style of play.
In GRs, it's no longer burst, but sustained damage that matters. Hydra shines here.
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I kinda lied that my previous video was going to be my last for 2014. Couldn't help but make another one.
Merry early Christmas and happy holidays to those who don't celebrate it!
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Then the debate comes down to:
"We want a more complex, in-depth system!" vs. "A system like this must be simplified!"
Who knows
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6
The Item Synthesis System
Inspired by the item recipe systems of MOBA games like Dota and League of Legends, breeding from the Pokémon series, Persona fusion from the Shin Megami Tensei Persona series, and the good ol' Horadric Cube from Diablo II. I wonder how a system creating new legendary items from existing ones could work in Diablo III's environment.DISCLAIMER: This system is 100% fictional and is not a feature in Diablo III: Reaper of Souls.
Originally I started wondering about an item recipe based system when stash space issues became a widespread topic in the community. I then started expanding on it a little more when players started struggling with finding specific legendary items, namely the notoriously rare ones like Wand of Woh or Starmetal Kukri (due to be adjusted in 2.1.2, but they're still going to be the rarest in their respective item types).
So I imagined a system—dubbed the Item Synthesis system—within Diablo III that allowed players to take a bunch of extra legendaries they have in their stash or on their mule characters and combine them into brand new items. These new items could be synthesis-exclusive, or they can be items you find normally through killing monsters and exploration.
Basic Limitations:
The basic system is simply combining two to six items in any order to form a new item.
Starting from triple combinations (three items used in the synthesis process), one “parent” item can be selected as the core, allowing the player to transfer a stat over to the “child” item. A primary stat can be inherited if and only if the child item is allowed to roll the stat naturally (e.g. a child quiver cannot inherit movement speed bonus). Any secondary stat can be inherited (to be discussed).
This will be UI based so the player can make the decision which stat to inherit. Let's say the synthesized child item normally comes with six random properties (four primaries, one secondary, one legendary power). Transferring a stat from a parent item ensures that one of the random rolls will be the inherited stat. The child item can still be enchanted by the mystic.
The synthesized item depends on the order which items are inputted. Its item type is determined by the final item selected in the synthesis process. Basically, when combining five different items, regardless of the order of the first four items, if the final item is a belt, the synthesized item type will always be a belt. But depending on how the first four items are ordered, it may not always be the same belt (to be discussed).
Example:
A player wishes to combine four legendary items: a Mempo of Twilight (helm), a Storm Crow (wizard hat), an Azurewrath (sword), and a Flying Dragon (daibo). The resulting item could be any of the following:
First combo:
(Storm Crow + Azurewrath) + (Flying Dragon + Mempo) =
(legendary sword A1) + (legendary helm A1) = legendary helm A2
Second combo:
(Azurewrath + Storm Crow) + (Flying Dragon + Mempo) =
(legendary wizard hat A1) + (legendary helm A1) = legendary helm A3
Third combo:
(Storm Crow + Flying Dragon) + (Azurewrath + Mempo) =
(legendary daibo A1) + (legendary helm B1) = legendary helm B2
Fourth combo:
(Flying Dragon + Storm Crow) + (Azurewrath + Mempo) =
(legendary wizard hat A2) + (legendary helm B1) = legendary helm B3
Fifth combo:
(Azurewrath + Flying Dragon) + (Storm Crow + Mempo) =
(legendary daibo A2) + (legendary helm C1) = legendary helm C2
Sixth combo:
(Flying Dragon + Azurewrath) + (Storm Crow + Mempo) =
(legendary sword A2) + (legendary helm C1) = legendary helm C3
The final part of the system involves combining six different items. If all six parent items are of the same type and sub-type, the synthesized item has a chance of inheriting the legendary power from one of the parent items.
Example:
A player wishes to combine six legendary bracers: Lacuni Prowlers, Reaper’s Wraps, Trag’Oul Coils, Warzechian Armguards, Ancient Parthan Defenders, and Promise of Glory. The synthesized item will be a new pair of legendary bracers. This pair of bracers will come with its own unique power, but it also has a chance to inherit the legendary power from one of those parent bracers. There is a chance that no legendary power will be inherited. There is also a chance that a legendary power will be inherited and still be nothing as Lacuni Prowlers does not have a true legendary power.
Additional perks:
Using ancient items in the synthesis process increases the chance for the child item to be ancient, as well. The more ancient items used in the synthesis, the more likely the child will be ancient. If no ancient item is used, the chance for the child to be an ancient item is standard.
Synthesizing rare items (at least those weighted to be more rare through drops) will involve combining one or more rare items in a given recipe. The idea here is that if you cannot find a specific rare item, maybe you had the luck of finding another type of rare item. Some people just don't need Lacuni Prowlers, but they really want a Witching Hour. Perhaps a Witching Hour can be synthesized using several legendaries, including Lacuni Prowlers.
Discussion Stuff
My clan mate ChangBooster took some time to address some of the craziness involved with this system. This is, after all, incredibly broad and bare so there are definitely tons of overlooked concerns. Some things are feasible, others not so much (in fact, not at all), such as having a different synthesized result for every single combination.
Just to give a better picture of things, in a six-item combination, given that the sixth item is locked in place, there are 120 ways to combine the first five items. And that's just for six legendary items. There are nearly 400 unique legendary items in Diablo III. And we're talking two-item combinations, three, four, five, six. And we're not even talking about potentially using synthesis-exclusive items as combination fodder themselves. Does anyone want to calculate how many combinations there are, if there are no repeated results? It's a big number. As a result, there must be duplicate results for different combinations.
So here's ChangBooster's first concern:
Moving on, his final concern is this:
This is a situation where the proposed solution could in fact make the original problem even worse!
But those were ChangBooster's thoughts. What do you think?
I have some of my own concerns, too, such as whether or not making any secondary stat transferable to a synthesized item. It could be ridiculous. Having max resources in all 13 item slots? Having chance to freeze, blind, stun, etc. on all pieces? Sounds fun, but it could be game-breaking.
Again, this is just a Christmas wish. Could be something worth exploring. Could definitely be tweaked and adjusted, and definitely simplified a little.
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I get that with all the talk about "L2P" and how it isn't that difficult to clear GR38+ with average Firebird gear, one of the biggest obstacles some players face is obtaining those GR38+ keys, especially players who run virtually 100% wizard in all their play time.
So for the solo players who cannot employ the services of a team or use a geared M6 DH to solo the trials, here's probably one of the better options:
Demo:
Spec:
http://us.battle.net/d3/en/calculator/wizard#PliNSO!YWXR!YZccbY
Core gear:
- Smoldering Core
- Five Firebird pieces (helm, shoulders, gloves, pants, boots)
- Ring of Royal Grandeur
- Cindercoat
Recommended gear include a fire/CHC/CHD/socket amulet either as part of the Endless Walk set (Traveler's Pledge, Compass Rose) or a Hellfire Amulet. If not the Endless Walk set, then another high DPS ring, such as a CHC or CHD fire SOJ.
You want as high fire DPS as possible. No need to worry about elite damage in a Trial Rift.
Optional items include Reaper's Wraps for AP management. It really helps toward the higher waves when enemies don't die after a few Meteor Shower casts.
Notes:
The spec is pretty gear intensive. I tried with lesser gear before and the keys obtained were in the mid-30s, like 36/37 pretty consistently. Somewhat more optimized gear and extra Paragon points can push a little further. In a batch of 10 Trials, I obtained one GR40 key, four GR39 keys, four GR38 keys, and one GR37 key.
RNG obviously plays a factor. If you get Golgors, Exorcists and Armaddons late (e.g. wave 40+), it gets really difficult because of their natural high HP. Also, it's not possible to perma-lock enemies at higher levels simply because of AP issues. As soon as you miss a Meteor cast, mobile enemies like Exorcists, Phasebeasts, Winged Assassins and Lacuni Huntresses will scatter in every direction.
I would advise watching the video because it's easier to show than explain how the Trials go. It's a little L2P, but it's pretty straightforward.
Early waves (<30) can be completed with just Mammoth Hydra and scattered casts of Meteor Shower. A periodic Spellsteal helps. Cast Blizzard wisely because it's AP-intensive.
Mid waves (30-35) will require the mix of Spellsteal and Blizzard to hold enemies in place and buff subsequent spells. I usually prep with Spellsteal before Blizzard a split second before the wave starts to hold enemies in place.
Late waves (36-40+) will require all of the above with much more aggressive casts of Meteor Shower, repositioning of Hydra, character repositioning, as well as the utilization of health globes if Reaper's Wraps are included.
If anyone out there has similar gear and obtained low to mid GR40 keys, let me know if there are any changes you recommend.
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Deleted the other thread for duplicate.
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I was toying with the idea for a while, but never got to actually record anything until today. Just no time nowadays.
Anyway, I cleared GR38 with zero Paragon points allocated. Make-believe Paragon 0 character, even though that would never happen. I also made two attempts at GR39 with no Paragon points, spawning the RG both times before the timer started counting down, so that's doable, too.
Crappy Furnace, loss of >600 intelligence, 25% movement speed, 50% CHD, 5% CHC, 7% IAS, 10% CDR, 25% life, 25% armor, 250 resist, all my regen/LOH, 10% RCR, all my area damage and... sniff... gold find.
Fully buffed I had barely over 1 million sheet DPS and less than 9 million toughness.
Good enough to still clear the Rift and place on the leaderboard (Top 1000) had this been my highest clear.
Gear and spec are important. Sure.
But L2P > everything else.
Time's running out to place on the first "era" (as Blizzard calls it). Practice and go for it.
You can do it.
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Players bot for all sorts of reasons. That's the risk they wish to take for the little gain they get in the current iteration of the game.
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https://www.youtube.com/watch?v=tlWae7sIte0
Warning. Long video.